Paragons of Fey Virtue

The last time I ran Erui one of the highlights was when the characters defeated some Winter Court agents and jacked their magic shit, which resulted in Beth's character gaining a figurine of wondrous power that was an ice unicorn. Immediately after using it the game devolved into a bunch of Charlie the Unicorn jokes, which was fine because I can do the voice alright and they started it.

This time around I had initially intended to try and shoehorn in another unicorn for her, partially because it is a Feywild game, and partially because it is generally a safe bet that a female gamer--and to be fair some male ones--will want one.

White Horn Knight
This would actually have worked out if you did not need to be able to wear heavy armor. Most of the features and powers have a decidedly leader-like quality, allowing you to dole out temp hps to adjacent allies when burning a healing surge, or allowing a nearby ally to heal when using the attack powers. There is some passive stuff, like a bonus against diseases and poison, as well as being able to ignore difficult terrain when charging due to rapid teleporting.

Really though the point of this path is being able to summon a unicorn at level 12 that you can ride around on, which gives you a bonus when charging, has its own kick attack, and can teleport and dole out a saving throw once per encounter.

Moon Hunter
Despite its focus on shapechangers I really dig this paragon path, which is basically a individual empowered by the Maiden of the Moon--or otherwise attuned to it--to help remove lycanthropes from the world. With the exception of the level 12 utility all of its abilities work on anything, but gain a bonus against shapechangers or creatures affected by a polymorph effect. It is alright, but will definitely work better if the DM makes it clear that the campaign will include were-critters or if the party has someone who can dole out polymorph effects ahead of time (witch, anyone?).

Soaring Rake
This paragon path demands that you either be fey or at least have a fey-pact going on, and be trained in Acrobatics. In exchange you get the ability to fly by doing basically anything part of it: spend an action point? Fly. Use the level 11 attack? Fly. Use the level 20? Everyone. FLIES. Hell, at level 12 you gain a once-per-round at-will that lets you fly. Whether or not the lack of faerie wings is a benefit depends entirely on your taste and/or orientation.

I like this article but while my players are not too far ahead to benefit from it, two are channeling concepts more at home in Kara-Tur, and the third is too small for a unicorn and can already fly. Oh well, maybe I can kill 'em off and start over.